mirror of
https://github.com/openfrontio/OpenFrontIO.git
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bca980f572
Stacked on #4243 (the `perf:client` harness) — first step of fixing the every-100ms main-thread stutter: make the per-tick burst small before spreading what remains across frames. ## Problem The harness showed the main-thread burst was dominated by `structuredClone` of the `updates` object, and the clone was dominated by two kinds of per-tick churn that re-sent object payloads every tick: - `gold` / `troops` / `tilesOwned` change for nearly every alive player every tick → ~278 partial `PlayerUpdate` objects per tick (world/400 bots), ~508 on giantworldmap. - Attack troop counts tick down every tick → whole `outgoingAttacks`/`incomingAttacks` arrays re-cloned for every fighting player every tick. - `playerNameViewData` (an all-players record) was cloned every tick but only recomputed every 30 ticks. ## Change Three additions to the worker → main protocol (all transferable, zero-clone): 1. **`packedPlayerUpdates`** — `[smallID, tilesOwned, gold, troops]` float64 quads for players whose stats changed. These fields no longer appear in `PlayerUpdate` diffs (first emissions still carry the full snapshot). Gold is exact in a float64 (game values ≪ 2^53). 2. **`packedAttackUpdates`** — `[ownerSmallID, direction, index, troops]` quads. Attack arrays are only resent when membership/order/retreating changes — which is exactly the condition that keeps the patch indexes valid (a tick either resends an array or patches it, never both). 3. **`playerNameViewData` is now optional** — attached only on placement-rebuild ticks (spawn ticks, first ticks, every 30th, spawn end). The client keeps the last applied values; dead players' name placements freeze at death (matching the previous effective behavior). On the client, `GameView.populateFrame` now also rebuilds `names` / `relationMatrix` / `allianceClusters` only when their inputs changed that tick — field presence on a partial `PlayerUpdate` marks them dirty. (`playerStatus`, nuke telegraphs, and attack rings still recompute every tick; they're tick- or unit-dependent.) ## Results (perf:client, this machine; low-end devices ~5–20× slower) Default run (world, 400 bots, 1800 ticks): | stage | before | after | |---|---|---| | clone (serialize+deserialize) | 1.02ms | **0.09ms** | | GameView.update | 0.62ms | **0.29ms** | | WebGLFrameBuilder.update | 0.04ms | 0.04ms | | **TOTAL burst mean** | **1.67ms** | **0.42ms** | | TOTAL p99 / max | 3.47 / 10.3ms | **1.21 / 3.92ms** | giantworldmap/600t: 2.54 → 0.68ms mean. Player update objects: 278 → 6.5 per tick (world), 508 → 12 (giant). The remaining burst is mostly tile apply + per-tick derivations — the part that frame-spreading (next step) addresses. ## Verification - **Sim final hash unchanged** on all three reference configs (`5607618202213430`, `29309648281599524`, `39945089450032050`) — no simulation behavior change. - **View hash unchanged** on all three configs (`942106e9`, `a3aae227`, `cbaaf265`) — the rendered view state is provably identical tick-for-tick, including the name-freeze semantics. - New tests: `tests/PackedPlayerUpdates.test.ts` (drain + GameRunner cadence), packed-channel and freeze-at-death cases in `tests/client/view/GameView.test.ts`, `packAttackTroopDeltas` unit tests and updated diff contract in `tests/GameUpdateUtils.test.ts` / `tests/PlayerUpdateDiff.test.ts`. - `npm test` (1490 tests), `eslint`, `prettier`, `tsc --noEmit` all pass. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
390 lines
12 KiB
TypeScript
390 lines
12 KiB
TypeScript
import { describe, expect, it } from "vitest";
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import type { PlayerState } from "../src/client/render/types";
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import { PlayerType } from "../src/core/game/Game";
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import {
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applyStateUpdate,
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diffPlayerUpdate,
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packAttackTroopDeltas,
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} from "../src/core/game/GameUpdateUtils";
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import {
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AttackUpdate,
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GameUpdateType,
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PlayerUpdate,
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} from "../src/core/game/GameUpdates";
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import { makePlayerUpdate } from "./util/viewStubs";
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function makePlayerState(overrides: Partial<PlayerState> = {}): PlayerState {
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return {
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smallID: 1,
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isAlive: true,
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isDisconnected: false,
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tilesOwned: 0,
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gold: 0,
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troops: 100,
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isTraitor: false,
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traitorRemainingTicks: 0,
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betrayals: 0,
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hasSpawned: true,
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lastDeleteUnitTick: 0,
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allies: [],
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embargoes: [],
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targets: [],
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outgoingAttacks: [],
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incomingAttacks: [],
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outgoingAllianceRequests: [],
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alliances: [],
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outgoingEmojis: [],
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...overrides,
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};
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}
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describe("diffPlayerUpdate", () => {
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it("returns null when prev and next are identical", () => {
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const prev = makePlayerUpdate();
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const next = makePlayerUpdate();
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expect(diffPlayerUpdate(prev, next)).toBeNull();
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});
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it("returns a diff with only changed primitives plus type+id", () => {
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const prev = makePlayerUpdate({ betrayals: 0 });
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const next = makePlayerUpdate({ betrayals: 1 });
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const diff = diffPlayerUpdate(prev, next);
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expect(diff).not.toBeNull();
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expect(diff).toEqual({
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type: GameUpdateType.Player,
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id: "player-a",
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betrayals: 1,
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});
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});
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it("includes every changed primitive in a single diff", () => {
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const prev = makePlayerUpdate({ betrayals: 0, isTraitor: false });
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const next = makePlayerUpdate({ betrayals: 1, isTraitor: true });
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const diff = diffPlayerUpdate(prev, next)!;
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expect(diff.betrayals).toBe(1);
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expect(diff.isTraitor).toBe(true);
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expect(diff.hasSpawned).toBeUndefined();
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});
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it("ignores tilesOwned/gold/troops — they travel via packedPlayerUpdates", () => {
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const prev = makePlayerUpdate({ gold: 100n, troops: 50, tilesOwned: 5 });
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const next = makePlayerUpdate({ gold: 200n, troops: 75, tilesOwned: 9 });
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expect(diffPlayerUpdate(prev, next)).toBeNull();
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});
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it("detects allies array additions", () => {
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const prev = makePlayerUpdate({ allies: [2, 3] });
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const next = makePlayerUpdate({ allies: [2, 3, 4] });
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const diff = diffPlayerUpdate(prev, next)!;
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expect(diff.allies).toEqual([2, 3, 4]);
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});
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it("ignores allies array when contents are equal (different identity)", () => {
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const prev = makePlayerUpdate({ allies: [2, 3] });
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const next = makePlayerUpdate({ allies: [2, 3] });
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expect(diffPlayerUpdate(prev, next)).toBeNull();
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});
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it("treats allies reorder as a change (order is significant)", () => {
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const prev = makePlayerUpdate({ allies: [2, 3] });
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const next = makePlayerUpdate({ allies: [3, 2] });
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const diff = diffPlayerUpdate(prev, next)!;
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expect(diff.allies).toEqual([3, 2]);
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});
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it("detects embargo set membership changes", () => {
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const prev = makePlayerUpdate({ embargoes: new Set(["x", "y"]) });
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const next = makePlayerUpdate({ embargoes: new Set(["x", "y", "z"]) });
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const diff = diffPlayerUpdate(prev, next)!;
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expect(diff.embargoes).toEqual(new Set(["x", "y", "z"]));
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});
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it("ignores embargo set when membership is equal regardless of object identity", () => {
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const prev = makePlayerUpdate({ embargoes: new Set(["x", "y"]) });
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const next = makePlayerUpdate({ embargoes: new Set(["y", "x"]) });
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expect(diffPlayerUpdate(prev, next)).toBeNull();
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});
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it("detects outgoingAttacks membership/retreating changes", () => {
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const prev = makePlayerUpdate({
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outgoingAttacks: [
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{ attackerID: 1, targetID: 2, troops: 10, id: "a", retreating: false },
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],
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});
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const next = makePlayerUpdate({
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outgoingAttacks: [
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{ attackerID: 1, targetID: 2, troops: 10, id: "a", retreating: true },
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],
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});
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const diff = diffPlayerUpdate(prev, next)!;
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expect(diff.outgoingAttacks).toEqual(next.outgoingAttacks);
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});
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it("ignores attack troop-count changes — they travel via packedAttackUpdates", () => {
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const prev = makePlayerUpdate({
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outgoingAttacks: [
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{ attackerID: 1, targetID: 2, troops: 10, id: "a", retreating: false },
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],
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});
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const next = makePlayerUpdate({
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outgoingAttacks: [
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{ attackerID: 1, targetID: 2, troops: 20, id: "a", retreating: false },
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],
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});
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expect(diffPlayerUpdate(prev, next)).toBeNull();
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});
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it("detects alliance list changes", () => {
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const prev = makePlayerUpdate({ alliances: [] });
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const next = makePlayerUpdate({
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alliances: [
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{
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id: 1,
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other: "player-b",
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createdAt: 10,
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expiresAt: 110,
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hasExtensionRequest: false,
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},
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],
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});
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const diff = diffPlayerUpdate(prev, next)!;
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expect(diff.alliances).toEqual(next.alliances);
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});
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it("treats undefined→number transition as a change", () => {
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const prev = makePlayerUpdate({ traitorRemainingTicks: undefined });
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const next = makePlayerUpdate({ traitorRemainingTicks: 5 });
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const diff = diffPlayerUpdate(prev, next)!;
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expect(diff.traitorRemainingTicks).toBe(5);
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});
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it("treats number→undefined transition as a change", () => {
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const prev = makePlayerUpdate({ traitorRemainingTicks: 5 });
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const next = makePlayerUpdate({ traitorRemainingTicks: undefined });
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const diff = diffPlayerUpdate(prev, next);
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expect(diff).not.toBeNull();
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expect("traitorRemainingTicks" in diff!).toBe(true);
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expect(diff!.traitorRemainingTicks).toBeUndefined();
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});
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it("always includes type and id on a non-null diff", () => {
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const prev = makePlayerUpdate({ betrayals: 0 });
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const next = makePlayerUpdate({ betrayals: 1 });
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const diff = diffPlayerUpdate(prev, next)!;
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expect(diff.type).toBe(GameUpdateType.Player);
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expect(diff.id).toBe(next.id);
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});
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});
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describe("packAttackTroopDeltas", () => {
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const attack = (
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troops: number,
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id = "a",
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retreating = false,
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): AttackUpdate => ({
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attackerID: 1,
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targetID: 2,
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troops,
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id,
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retreating,
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});
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it("emits [owner, direction, index, troops] quads for changed troop counts", () => {
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const out: number[] = [];
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packAttackTroopDeltas(
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[attack(10, "a"), attack(20, "b")],
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[attack(10, "a"), attack(15, "b")],
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7,
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1,
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out,
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);
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expect(out).toEqual([7, 1, 1, 15]);
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});
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it("emits nothing when arrays are not membership-equal (diff resends them)", () => {
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const out: number[] = [];
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packAttackTroopDeltas(
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[attack(10, "a")],
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[attack(15, "a"), attack(5, "b")],
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7,
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0,
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out,
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);
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expect(out).toEqual([]);
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});
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it("a retreat flip suppresses quads even when troops also changed", () => {
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// retreating is part of membership equality, so the whole array resends
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// (with fresh troops) and patches must NOT be emitted — a tick resends
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// or patches, never both.
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const out: number[] = [];
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packAttackTroopDeltas(
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[attack(10, "a", false)],
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[attack(5, "a", true)],
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7,
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0,
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out,
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);
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expect(out).toEqual([]);
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});
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it("emits nothing for identical references or missing arrays", () => {
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const out: number[] = [];
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const arr = [attack(10)];
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packAttackTroopDeltas(arr, arr, 7, 0, out);
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packAttackTroopDeltas(undefined, arr, 7, 0, out);
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packAttackTroopDeltas(arr, undefined, 7, 0, out);
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expect(out).toEqual([]);
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});
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});
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describe("applyStateUpdate", () => {
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it("applies every field from a full update", () => {
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const target = makePlayerState();
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const pu = makePlayerUpdate({
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gold: 500n,
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troops: 999,
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tilesOwned: 42,
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allies: [7, 8],
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targets: [9],
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outgoingAllianceRequests: ["player-b"],
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isAlive: false,
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isTraitor: true,
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traitorRemainingTicks: 3,
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betrayals: 2,
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hasSpawned: true,
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lastDeleteUnitTick: 50,
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});
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applyStateUpdate(target, pu);
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expect(target.gold).toBe(500);
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expect(target.troops).toBe(999);
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expect(target.tilesOwned).toBe(42);
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expect(target.allies).toEqual([7, 8]);
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expect(target.targets).toEqual([9]);
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expect(target.outgoingAllianceRequests).toEqual(["player-b"]);
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expect(target.isAlive).toBe(false);
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expect(target.isTraitor).toBe(true);
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expect(target.traitorRemainingTicks).toBe(3);
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expect(target.betrayals).toBe(2);
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expect(target.lastDeleteUnitTick).toBe(50);
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});
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it("converts bigint gold to number", () => {
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const target = makePlayerState({ gold: 0 });
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applyStateUpdate(target, {
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type: GameUpdateType.Player,
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id: "p",
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gold: 9_999_999_999n,
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});
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expect(target.gold).toBe(9_999_999_999);
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expect(typeof target.gold).toBe("number");
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});
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it("clamps negative traitorRemainingTicks to zero", () => {
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const target = makePlayerState({ traitorRemainingTicks: 5 });
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applyStateUpdate(target, {
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type: GameUpdateType.Player,
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id: "p",
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traitorRemainingTicks: -10,
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});
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expect(target.traitorRemainingTicks).toBe(0);
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});
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it("only mutates fields present on the partial update", () => {
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const target = makePlayerState({ gold: 100, troops: 50, tilesOwned: 7 });
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const partial: PlayerUpdate = {
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type: GameUpdateType.Player,
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id: "p",
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gold: 200n,
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};
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applyStateUpdate(target, partial);
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expect(target.gold).toBe(200);
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expect(target.troops).toBe(50);
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expect(target.tilesOwned).toBe(7);
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});
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it("leaves array fields untouched when omitted", () => {
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const original = [1, 2, 3];
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const target = makePlayerState({ allies: original });
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applyStateUpdate(target, { type: GameUpdateType.Player, id: "p" });
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expect(target.allies).toBe(original);
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});
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it("detaches array fields by slicing (no shared reference with wire payload)", () => {
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const wireAllies = [1, 2, 3];
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const wireTargets = [9];
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const wireRequests = ["player-b"];
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const target = makePlayerState();
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applyStateUpdate(target, {
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type: GameUpdateType.Player,
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id: "p",
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allies: wireAllies,
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targets: wireTargets,
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outgoingAllianceRequests: wireRequests,
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});
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expect(target.allies).toEqual(wireAllies);
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expect(target.allies).not.toBe(wireAllies);
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expect(target.targets).not.toBe(wireTargets);
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expect(target.outgoingAllianceRequests).not.toBe(wireRequests);
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});
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it("does not touch smallID even when present (identity field)", () => {
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const target = makePlayerState({ smallID: 42 });
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applyStateUpdate(target, {
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type: GameUpdateType.Player,
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id: "p",
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smallID: 999,
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});
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expect(target.smallID).toBe(42);
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});
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it("merges several partial updates into a cumulative state", () => {
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const target = makePlayerState();
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applyStateUpdate(target, {
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type: GameUpdateType.Player,
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id: "p",
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gold: 100n,
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});
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applyStateUpdate(target, {
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type: GameUpdateType.Player,
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id: "p",
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troops: 250,
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});
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applyStateUpdate(target, {
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type: GameUpdateType.Player,
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id: "p",
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isAlive: false,
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});
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expect(target.gold).toBe(100);
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expect(target.troops).toBe(250);
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expect(target.isAlive).toBe(false);
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});
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});
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describe("diff + apply round-trip", () => {
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it("emitting full first + diff second reconstructs final state", () => {
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// tilesOwned/gold/troops round-trip via packedPlayerUpdates instead
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// (covered in tests/client/view/GameView.test.ts).
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const v0 = makePlayerUpdate({ betrayals: 0, allies: [] });
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const v1 = makePlayerUpdate({ betrayals: 2, allies: [2] });
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// Initial state: receiver applies the full update.
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const target = makePlayerState();
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applyStateUpdate(target, v0);
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// Subsequent tick: emitter sends only the diff.
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const diff = diffPlayerUpdate(v0, v1)!;
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expect(diff).not.toBeNull();
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applyStateUpdate(target, diff);
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expect(target.betrayals).toBe(2);
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expect(target.allies).toEqual([2]);
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});
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it("no-change tick produces null diff so receiver state is untouched", () => {
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const v0 = makePlayerUpdate({ gold: 100n, playerType: PlayerType.Human });
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const v1 = makePlayerUpdate({ gold: 100n, playerType: PlayerType.Human });
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expect(diffPlayerUpdate(v0, v1)).toBeNull();
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});
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});
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